G. Moto,
Thank you so much for the feedback as I have been working hard to hone this list as I am in the process of building it. I definitely agree the decks current and main
weakness is the severe lack of life gain and on a small side note, minimum protection for vilis. Lets get started with getting vilis to stick. The early game for this deck is to aggressively ramp as fast as possible which mono black does just as well if not better than green. There are currently 17 cards in the deck, including some utility lands, that give me a significant source of ramp in some way or another, and 5 of which physically double my mana as early as turn 3 if not sooner. Having said that, being able to cast vilis early on should not be an issue and re-casting, while a mild hindrance, I don't believe it should be to big of an issue. I can definitely look into finding a slot for
swiftfoot boots, or preferably
lightning greaves, although they weren't there to begin with as I honestly hadn't taken protecting vilis into much consideration. As for the life gain issue. I currently have four cards listed under my sources of life gain, although each is circumstantial in how much life I specifically gain. however outside of the subsection i do still have
exsanguinate as well as K'rrick, who I definitely made room for almost as soon as he was spoiled, and even
westvale abbey which flips to Ormendahl who is a bit of a powerhouse in terms of
lifelink. The issue with most of those cards, however, are they aren't consistent albeit very synergistic when working as intended.
Bontu's monument is not a terrible pick but since I am only running 17 creatures total, including vilis, I'm worried it would end up being a dead card more often than not, not to mention its life gain is rather minimal.
Dread presence is a card I did consider but i felt it was ultimately to slow. its effectively a
dark confidant but for 4 mana with an alternate ability whenever I play a
swamp (which is not bad by any means) however I am running several non-basics, and while
urborg is in the list, I feel more often than not I'm likely dropping a utility land and not a basic
swamp. On top of that since I am only playing one land per turn, the life gain feels rather minimal at only two per turn compared to the mass amounts of life I will be losing consistently and the card draw effect for 4 mana, i'd much rather play
greed. That brings us finally to the
exquisite blood and sanguine bonds combo. I honestly hadn't considered it before but it may not be a terrible alternate win condition for the deck in the right circumstances. At that point however I am unsure of what I would trim out of the deck to make room for them, and even then trying to find good cards in the color that can offer a significant and consistent source of life gain.